UI Improvements, Round 2: Match UI
Post MTG Forge Related Programming Questions Here
	Moderators: timmermac, Agetian, friarsol, Blacksmith, KrazyTheFox, CCGHQ Admins
Re: UI Improvements, Round 2: Match UI
 by slapshot5 » 25 Dec 2011, 20:52
by slapshot5 » 25 Dec 2011, 20:52 
I've thought of this a couple times, but just finally thought about posting it.  When we have pop up selection dialogs for lists of cards, in addition to showing the currently selected card in the Card Panel Details on the right, it would be nice to have a "halo" or something glow around the edges of the card on the battlefield so you can easily distinguish human cards from computer cards (if both have a Forest in play for example).  Shouldn't be too hard to do.
Example: A Chainer's Edict is resolving and you need to select a card to sacrifice. This was, you could easily see which one is enchanted/equipped or has counters on it, etc since you can see exactly which card on the battlefield is currently selected.
-slapshot5
Edit: Add example.
			
		Example: A Chainer's Edict is resolving and you need to select a card to sacrifice. This was, you could easily see which one is enchanted/equipped or has counters on it, etc since you can see exactly which card on the battlefield is currently selected.
-slapshot5
Edit: Add example.
- slapshot5
- Programmer
- Posts: 1391
- Joined: 03 Jan 2010, 17:47
- Location: Mac OS X
- Has thanked: 25 times
- Been thanked: 68 times
Re: UI Improvements, Round 2: Match UI
 by moomarc » 25 Dec 2011, 21:47
by moomarc » 25 Dec 2011, 21:47 
That would be great if you can do that. Nothing worse than having to cancel a spell to check the card ID, especially if that spell happened to sac or exile one of your creaures.
			-Marc
		- 
				 
 moomarc
- Pixel Commander
- Posts: 2091
- Joined: 04 Jun 2010, 15:22
- Location: Johannesburg, South Africa
- Has thanked: 371 times
- Been thanked: 372 times
Re: UI Improvements, Round 2: Match UI
 by Chris H. » 27 Dec 2011, 01:18
by Chris H. » 27 Dec 2011, 01:18 
In message: Re: Feature Requests Thread
I would like to suggest that we for the moment comment out the settings for the number of cards in a pile and the number of pixels used in off-setting the card images for cards placed in a pile.
I am pretty sure that this is not currently hooked up and used in our newest battlefield window UI (but I could be wrong).
It could be hooked up at some point in the future but this may not be an important feature at this time.
			
		`Doublestrike wrote:On that note, there's a few things in the "settings" panel in the home screen that as I was making them, I wasn't sure what they did exactly, so the text description is off. If a dev happens to notice this, there's two or three descriptions that could use some clarification.Accountancy wrote:That seems confusing, especially the fact that it gives you the choice for maximum stack size, but the stack is already a magic thing, it should either be renamed or removed, especially if it's not doing anything.
I would like to suggest that we for the moment comment out the settings for the number of cards in a pile and the number of pixels used in off-setting the card images for cards placed in a pile.
I am pretty sure that this is not currently hooked up and used in our newest battlefield window UI (but I could be wrong).
It could be hooked up at some point in the future but this may not be an important feature at this time.
- 
				 
 Chris H.
- Forge Moderator
- Posts: 6320
- Joined: 04 Nov 2008, 12:11
- Location: Mac OS X Yosemite
- Has thanked: 644 times
- Been thanked: 643 times
Re: UI Improvements, Round 2: Match UI
 by slapshot5 » 27 Dec 2011, 01:47
by slapshot5 » 27 Dec 2011, 01:47 
Yeah, I'll take care of it.Chris H. wrote:I would like to suggest that we for the moment comment out the settings for the number of cards in a pile and the number of pixels used in off-setting the card images for cards placed in a pile.
I am pretty sure that this is not currently hooked up and used in our newest battlefield window UI (but I could be wrong).
It could be hooked up at some point in the future but this may not be an important feature at this time.
-slapshot5
- slapshot5
- Programmer
- Posts: 1391
- Joined: 03 Jan 2010, 17:47
- Location: Mac OS X
- Has thanked: 25 times
- Been thanked: 68 times
Re: UI Improvements, Round 2: Match UI
 by slapshot5 » 27 Dec 2011, 02:17
by slapshot5 » 27 Dec 2011, 02:17 
Done.  Also removed Old GUI checkbox since the game is no longer playable with that selected.
-slapshot5
			
		-slapshot5
- slapshot5
- Programmer
- Posts: 1391
- Joined: 03 Jan 2010, 17:47
- Location: Mac OS X
- Has thanked: 25 times
- Been thanked: 68 times
Re: UI Improvements, Round 2: Match UI
 by Chris H. » 27 Dec 2011, 02:18
by Chris H. » 27 Dec 2011, 02:18 
`slapshot5 wrote:Yeah, I'll take care of it.
Once you have finished with the viewSettings.java class let me know. I would like to make a few minor edits in this class.
I noticed that the text in the settings view is clipped when the screen is reduced to 800 x 600 pixels. I plan to change the JLabels over to MultiLineLabelUI and this looks to be within my abilities.

- 
				 
 Chris H.
- Forge Moderator
- Posts: 6320
- Joined: 04 Nov 2008, 12:11
- Location: Mac OS X Yosemite
- Has thanked: 644 times
- Been thanked: 643 times
Re: UI Improvements, Round 2: Match UI
 by slapshot5 » 27 Dec 2011, 02:35
by slapshot5 » 27 Dec 2011, 02:35 
I'm done with what I planned to do.
			
		- slapshot5
- Programmer
- Posts: 1391
- Joined: 03 Jan 2010, 17:47
- Location: Mac OS X
- Has thanked: 25 times
- Been thanked: 68 times
Re: UI Improvements, Round 2: Match UI
 by Chris H. » 01 Jan 2012, 14:05
by Chris H. » 01 Jan 2012, 14:05 
I had a thought in reference to the new battlefield UI.
Sloth looked at the old code for assigning damage when the attacking creature is being multi blocked and/or the attacking creature has trample.
I remember that he stated that it would be great if we could update this UI to a more modern approach as the current design is difficult to change/edit/update/maintain.
			
		Sloth looked at the old code for assigning damage when the attacking creature is being multi blocked and/or the attacking creature has trample.
I remember that he stated that it would be great if we could update this UI to a more modern approach as the current design is difficult to change/edit/update/maintain.
- 
				 
 Chris H.
- Forge Moderator
- Posts: 6320
- Joined: 04 Nov 2008, 12:11
- Location: Mac OS X Yosemite
- Has thanked: 644 times
- Been thanked: 643 times
Re: UI Improvements, Round 2: Match UI
 by Sloth » 01 Jan 2012, 16:53
by Sloth » 01 Jan 2012, 16:53 
The multi block window code is ancient. It hasn't just missed this UI update, but at least the one before already.Chris H. wrote:Sloth looked at the old code for assigning damage when the attacking creature is being multi blocked and/or the attacking creature has trample.
I remember that he stated that it would be great if we could update this UI to a more modern approach as the current design is difficult to change/edit/update/maintain.
- 
				 
 Sloth
- Programmer
- Posts: 3498
- Joined: 23 Jun 2009, 19:40
- Has thanked: 125 times
- Been thanked: 507 times
Re: UI Improvements, Round 2: Match UI
 by ArsenalNut » 10 Jan 2012, 04:21
by ArsenalNut » 10 Jan 2012, 04:21 
Tonight I started a new project work space.  I wanted to be in developer mode.  I check the box under the settings menu then start a constructed game.  No developer mode  I had to restart Forge in order to get developer mode to show up.  Has anyone else noticed this?
  I had to restart Forge in order to get developer mode to show up.  Has anyone else noticed this?
			 I had to restart Forge in order to get developer mode to show up.  Has anyone else noticed this?
  I had to restart Forge in order to get developer mode to show up.  Has anyone else noticed this?So many cards, so little time
		- 
				 
 ArsenalNut
- Posts: 512
- Joined: 08 Jul 2011, 03:49
- Has thanked: 27 times
- Been thanked: 121 times
Re: UI Improvements, Round 2: Match UI
 by slapshot5 » 10 Jan 2012, 04:58
by slapshot5 » 10 Jan 2012, 04:58 
Yeah, it's true. I'd like to fix that at some point. I think the card image size setting has the same problem.ArsenalNut wrote:Tonight I started a new project work space. I wanted to be in developer mode. I check the box under the settings menu then start a constructed game. No developer modeI had to restart Forge in order to get developer mode to show up. Has anyone else noticed this?
When the prefs code is more standardized, this will all work more consistently.
-slapshot5
- slapshot5
- Programmer
- Posts: 1391
- Joined: 03 Jan 2010, 17:47
- Location: Mac OS X
- Has thanked: 25 times
- Been thanked: 68 times
Re: UI Improvements, Round 2: Match UI
 by Doublestrike » 10 Jan 2012, 07:38
by Doublestrike » 10 Jan 2012, 07:38 
ArsenalNut wrote:I had to restart Forge in order to get developer mode to show up.
I'll do this. Right before I left I had reworked the prefs code to make the file more readable (e.g. phase stuff will be in consecutive lines) so I can make this change pretty easily.slapshot5 wrote:When the prefs code is more standardized, this will all work more consistently.
---
A joke is a very serious thing.
		A joke is a very serious thing.
- 
				 
 Doublestrike
- UI Programmer
- Posts: 715
- Joined: 08 Aug 2011, 09:07
- Location: Bali
- Has thanked: 183 times
- Been thanked: 161 times
Re: UI Improvements, Round 2: Match UI
 by WompWomp » 12 Jan 2012, 18:57
by WompWomp » 12 Jan 2012, 18:57 
A few things that are a bit off topic but there isn't a particularly better place to post them that I know of:
Does the program differentiate between different types of tokens in a way that would allow them to use different images? If not is that a huge undertaking? Board states would be much more grok-able if at least +1/+1 and -1/-1 used different images with how popular they are in recent sets.
I also saw that you (or someone else?) have put together a number of new skins. If you want or need them I have the those Mana Symbols at a larger size.
			
		Does the program differentiate between different types of tokens in a way that would allow them to use different images? If not is that a huge undertaking? Board states would be much more grok-able if at least +1/+1 and -1/-1 used different images with how popular they are in recent sets.
I also saw that you (or someone else?) have put together a number of new skins. If you want or need them I have the those Mana Symbols at a larger size.
Re: UI Improvements, Round 2: Match UI
 by Hellfish » 12 Jan 2012, 20:37
by Hellfish » 12 Jan 2012, 20:37 
EDIT: Welp, nvm. Sometimes I think Forge is gaslighting me

So now you're
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
		Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
- 
				 
 Hellfish
- Programmer
- Posts: 1297
- Joined: 07 Jun 2009, 10:41
- Location: South of the Pumphouse
- Has thanked: 110 times
- Been thanked: 169 times
Re: UI Improvements, Round 2: Match UI
 by Milod » 13 Jan 2012, 20:06
by Milod » 13 Jan 2012, 20:06 
can u make the blue dots that represent counters smaller because i cant read the number of counters on planeswakjers when they got 4 or more the blue dots are in the way
			
		Who is online
Users browsing this forum: No registered users and 16 guests
 
 